private void Start()
    {
        playerID        = "P1_";
        Tower.TowerTeam = team;
        Tower.Init(this);
        Helper = Tower.returnHelper();
        Helper.INIT(this, this.team);
        status = new STATUS();
        Gun newGun = new Gun(100, 20, 1.5f, 1, 1, 1);

        status.changeWeapon(newGun);
        status.getCurrentweapon.Attack = 1;
        Invoke("InIt", 2);
        skillparticle = GetComponentInChildren <ParticleSystem>();
        c             = GetComponentInChildren <Camera>();
        spark         = GetComponentInChildren <ParticleSystem>();
        playerMarker  = icon.GetComponent <SpriteRenderer>().sprite;
    }
    public void INIT(B_Player p)
    {
        anim   = GetComponent <Animator>();
        player = p;
        ag     = GetComponent <NavMeshAgent>();
        status = new STATUS();
        int selecting = UnityEngine.Random.Range(0, 3);

        switch (selecting)
        {
        case 0: aiType = CpuType.aggressive; break;

        case 1: aiType = CpuType.balanced; break;

        case 2: aiType = CpuType.defensive; break;

        default: aiType = CpuType.aggressive; break;
        }
        Weapon wp = new Gun(100, 25, 1f, 1, 1, 1);

        status.changeWeapon(wp);
        player.Tower.gameObject.AddComponent <AttackingDetector>();
        player.Tower.GetComponent <AttackingDetector>().brainConnetting(this);
        cpu = new PlayerCPU(anim, player, ag, status, this.transform);
        cpu.findNewTarget();
        ag.speed = 20;
        GetComponentInChildren <BulletSpawner>().INITIALIZING(player);
        player.reciveAnimator(anim);
        initialized = true;
        tm          = player.team;
        player.onDead();
        isfrozen = false;
        rb       = GetComponent <Rigidbody>();
        coll     = GetComponent <CapsuleCollider>();
        BulletSpawner spawner = GetComponentInChildren <BulletSpawner>();

        spawner.INITIALIZING(player);
    }